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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-02-03 15:53:36 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-02-06 13:06:23 +0100
commit1d779450944facbf526a5174ed81f7a18a957120 (patch)
tree25c475a00814a52d7cd95256a3cdccfc79d8898f /src/gui/rhi/qrhimetal.mm
parent26f6aa3e50f8eb37a8f748c884537375298ceb2e (diff)
rhi: metal: Make sure the resources are sorted based on the native bindings
...before generating batches for the encoder's set* methods. Otherwise there is a chance we end up in an assertion in case the native binding number for a buffer/texture/sampler happens to be smaller than the native binding of the previous. (we pre-sort based on the SPIR-V binding but that is not what the Metal API works with in the end) Task-number: QTBUG-81822 Change-Id: Iddfed168e065e3c7f6a09ad6dd4efdafa891b339 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
Diffstat (limited to 'src/gui/rhi/qrhimetal.mm')
-rw-r--r--src/gui/rhi/qrhimetal.mm130
1 files changed, 81 insertions, 49 deletions
diff --git a/src/gui/rhi/qrhimetal.mm b/src/gui/rhi/qrhimetal.mm
index e7810abb29..053061bddf 100644
--- a/src/gui/rhi/qrhimetal.mm
+++ b/src/gui/rhi/qrhimetal.mm
@@ -684,11 +684,27 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
bool offsetOnlyChange,
const QShader::NativeResourceBindingMap *nativeResourceBindingMaps[SUPPORTED_STAGES])
{
- struct {
- QRhiBatchedBindings<id<MTLBuffer> > buffers;
- QRhiBatchedBindings<NSUInteger> bufferOffsets;
- QRhiBatchedBindings<id<MTLTexture> > textures;
- QRhiBatchedBindings<id<MTLSamplerState> > samplers;
+ struct Stage {
+ struct Buffer {
+ int nativeBinding;
+ id<MTLBuffer> mtlbuf;
+ uint offset;
+ };
+ struct Texture {
+ int nativeBinding;
+ id<MTLTexture> mtltex;
+ };
+ struct Sampler {
+ int nativeBinding;
+ id<MTLSamplerState> mtlsampler;
+ };
+ QVarLengthArray<Buffer, 8> buffers;
+ QVarLengthArray<Texture, 8> textures;
+ QVarLengthArray<Sampler, 8> samplers;
+ QRhiBatchedBindings<id<MTLBuffer> > bufferBatches;
+ QRhiBatchedBindings<NSUInteger> bufferOffsetBatches;
+ QRhiBatchedBindings<id<MTLTexture> > textureBatches;
+ QRhiBatchedBindings<id<MTLSamplerState> > samplerBatches;
} res[SUPPORTED_STAGES];
enum { VERTEX = 0, FRAGMENT = 1, COMPUTE = 2 };
@@ -709,24 +725,18 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
}
if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
const int nativeBinding = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Buffer);
- if (nativeBinding >= 0) {
- res[VERTEX].buffers.feed(nativeBinding, mtlbuf);
- res[VERTEX].bufferOffsets.feed(b->binding, offset);
- }
+ if (nativeBinding >= 0)
+ res[VERTEX].buffers.append({ nativeBinding, mtlbuf, offset });
}
if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
const int nativeBinding = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Buffer);
- if (nativeBinding >= 0) {
- res[FRAGMENT].buffers.feed(nativeBinding, mtlbuf);
- res[FRAGMENT].bufferOffsets.feed(b->binding, offset);
- }
+ if (nativeBinding >= 0)
+ res[FRAGMENT].buffers.append({ nativeBinding, mtlbuf, offset });
}
if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
const int nativeBinding = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Buffer);
- if (nativeBinding >= 0) {
- res[COMPUTE].buffers.feed(nativeBinding, mtlbuf);
- res[COMPUTE].bufferOffsets.feed(b->binding, offset);
- }
+ if (nativeBinding >= 0)
+ res[COMPUTE].buffers.append({ nativeBinding, mtlbuf, offset });
}
}
break;
@@ -738,24 +748,24 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
const int nativeBindingTexture = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture);
const int nativeBindingSampler = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Sampler);
if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) {
- res[VERTEX].textures.feed(nativeBindingTexture, texD->d->tex);
- res[VERTEX].samplers.feed(nativeBindingSampler, samplerD->d->samplerState);
+ res[VERTEX].textures.append({ nativeBindingTexture, texD->d->tex });
+ res[VERTEX].samplers.append({ nativeBindingSampler, samplerD->d->samplerState });
}
}
if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
const int nativeBindingTexture = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture);
const int nativeBindingSampler = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Sampler);
if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) {
- res[FRAGMENT].textures.feed(nativeBindingTexture, texD->d->tex);
- res[FRAGMENT].samplers.feed(nativeBindingSampler, samplerD->d->samplerState);
+ res[FRAGMENT].textures.append({ nativeBindingTexture, texD->d->tex });
+ res[FRAGMENT].samplers.append({ nativeBindingSampler, samplerD->d->samplerState });
}
}
if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
const int nativeBindingTexture = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture);
const int nativeBindingSampler = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Sampler);
if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) {
- res[COMPUTE].textures.feed(nativeBindingTexture, texD->d->tex);
- res[COMPUTE].samplers.feed(nativeBindingSampler, samplerD->d->samplerState);
+ res[COMPUTE].textures.append({ nativeBindingTexture, texD->d->tex });
+ res[COMPUTE].samplers.append({ nativeBindingSampler, samplerD->d->samplerState });
}
}
}
@@ -769,17 +779,17 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
const int nativeBinding = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture);
if (nativeBinding >= 0)
- res[VERTEX].textures.feed(nativeBinding, t);
+ res[VERTEX].textures.append({ nativeBinding, t });
}
if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
const int nativeBinding = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture);
if (nativeBinding >= 0)
- res[FRAGMENT].textures.feed(nativeBinding, t);
+ res[FRAGMENT].textures.append({ nativeBinding, t });
}
if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
const int nativeBinding = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture);
if (nativeBinding >= 0)
- res[COMPUTE].textures.feed(nativeBinding, t);
+ res[COMPUTE].textures.append({ nativeBinding, t });
}
}
break;
@@ -792,24 +802,18 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
uint offset = uint(b->u.sbuf.offset);
if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
const int nativeBinding = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Buffer);
- if (nativeBinding >= 0) {
- res[VERTEX].buffers.feed(nativeBinding, mtlbuf);
- res[VERTEX].bufferOffsets.feed(b->binding, offset);
- }
+ if (nativeBinding >= 0)
+ res[VERTEX].buffers.append({ nativeBinding, mtlbuf, offset });
}
if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
const int nativeBinding = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Buffer);
- if (nativeBinding >= 0) {
- res[FRAGMENT].buffers.feed(nativeBinding, mtlbuf);
- res[FRAGMENT].bufferOffsets.feed(b->binding, offset);
- }
+ if (nativeBinding >= 0)
+ res[FRAGMENT].buffers.append({ nativeBinding, mtlbuf, offset });
}
if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
const int nativeBinding = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Buffer);
- if (nativeBinding >= 0) {
- res[COMPUTE].buffers.feed(nativeBinding, mtlbuf);
- res[COMPUTE].bufferOffsets.feed(b->binding, offset);
- }
+ if (nativeBinding >= 0)
+ res[COMPUTE].buffers.append({ nativeBinding, mtlbuf, offset });
}
}
break;
@@ -825,12 +829,26 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
if (cbD->recordingPass != QMetalCommandBuffer::ComputePass && stage == COMPUTE)
continue;
- res[stage].buffers.finish();
- res[stage].bufferOffsets.finish();
+ // QRhiBatchedBindings works with the native bindings and expects
+ // sorted input. The pre-sorted QRhiShaderResourceBinding list (based
+ // on the QRhi (SPIR-V) binding) is not helpful in this regard, so we
+ // have to sort here every time.
+
+ std::sort(res[stage].buffers.begin(), res[stage].buffers.end(), [](const Stage::Buffer &a, const Stage::Buffer &b) {
+ return a.nativeBinding < b.nativeBinding;
+ });
+
+ for (const Stage::Buffer &buf : qAsConst(res[stage].buffers)) {
+ res[stage].bufferBatches.feed(buf.nativeBinding, buf.mtlbuf);
+ res[stage].bufferOffsetBatches.feed(buf.nativeBinding, buf.offset);
+ }
+
+ res[stage].bufferBatches.finish();
+ res[stage].bufferOffsetBatches.finish();
- for (int i = 0, ie = res[stage].buffers.batches.count(); i != ie; ++i) {
- const auto &bufferBatch(res[stage].buffers.batches[i]);
- const auto &offsetBatch(res[stage].bufferOffsets.batches[i]);
+ for (int i = 0, ie = res[stage].bufferBatches.batches.count(); i != ie; ++i) {
+ const auto &bufferBatch(res[stage].bufferBatches.batches[i]);
+ const auto &offsetBatch(res[stage].bufferOffsetBatches.batches[i]);
switch (stage) {
case VERTEX:
[cbD->d->currentRenderPassEncoder setVertexBuffers: bufferBatch.resources.constData()
@@ -856,11 +874,25 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
if (offsetOnlyChange)
continue;
- res[stage].textures.finish();
- res[stage].samplers.finish();
+ std::sort(res[stage].textures.begin(), res[stage].textures.end(), [](const Stage::Texture &a, const Stage::Texture &b) {
+ return a.nativeBinding < b.nativeBinding;
+ });
+
+ std::sort(res[stage].samplers.begin(), res[stage].samplers.end(), [](const Stage::Sampler &a, const Stage::Sampler &b) {
+ return a.nativeBinding < b.nativeBinding;
+ });
+
+ for (const Stage::Texture &t : qAsConst(res[stage].textures))
+ res[stage].textureBatches.feed(t.nativeBinding, t.mtltex);
+
+ for (const Stage::Sampler &s : qAsConst(res[stage].samplers))
+ res[stage].samplerBatches.feed(s.nativeBinding, s.mtlsampler);
+
+ res[stage].textureBatches.finish();
+ res[stage].samplerBatches.finish();
- for (int i = 0, ie = res[stage].textures.batches.count(); i != ie; ++i) {
- const auto &batch(res[stage].textures.batches[i]);
+ for (int i = 0, ie = res[stage].textureBatches.batches.count(); i != ie; ++i) {
+ const auto &batch(res[stage].textureBatches.batches[i]);
switch (stage) {
case VERTEX:
[cbD->d->currentRenderPassEncoder setVertexTextures: batch.resources.constData()
@@ -879,8 +911,8 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD
break;
}
}
- for (int i = 0, ie = res[stage].samplers.batches.count(); i != ie; ++i) {
- const auto &batch(res[stage].samplers.batches[i]);
+ for (int i = 0, ie = res[stage].samplerBatches.batches.count(); i != ie; ++i) {
+ const auto &batch(res[stage].samplerBatches.batches[i]);
switch (stage) {
case VERTEX:
[cbD->d->currentRenderPassEncoder setVertexSamplerStates: batch.resources.constData()